Mage Armor

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Mage Armor
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Mage 2E introduces radical changes to the various types of Shields/Armors that can be cast.  We'll be play-testing these for some time before fully introducing them.  During the three month play-test, players may choose whether to use the 1E or 2E version of their Armor(s).
Mage 2E introduces radical changes to the various types of Shields/Armors that can be cast.  We'll be play-testing these for some time before fully introducing them.  During the three month play-test, players may choose whether to use the 1E or 2E version of their Armor(s).
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Mage Armor is now an 'Attainment' that becomes available with the second dot of an Arcana and no longer spellsSo there are both changes to how Armor interacts with the system at large as well as how it can be used:
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Unlike 2E, we'll simply be adopting the mechanics and effects of the Armor(s)They will remain Spells rather than be changed to Attainments and otherwise be identical to the 1E spell versions.
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===Attainments===
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* An Attainment is not visible to [[Mage Sight]].
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* An Attainment cannot be Counterspelled or Dispelled.
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===Activation===
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* 2E Armor requires 1 [[Mana]] to activate and is [[Reflexive]].
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* 2E Armor has no 'full day' option.
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* 2E Armor cannot be 'stacked' -- only one Armor is allowed to be active.
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* 2E Armor can Reflexively changed at the beginning of a Turn, for an additional 1 Mana.
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Latest revision as of 17:53, 5 April 2017

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Mage 2E introduces radical changes to the various types of Shields/Armors that can be cast. We'll be play-testing these for some time before fully introducing them. During the three month play-test, players may choose whether to use the 1E or 2E version of their Armor(s).

Unlike 2E, we'll simply be adopting the mechanics and effects of the Armor(s). They will remain Spells rather than be changed to Attainments and otherwise be identical to the 1E spell versions.


See table below for specific effects. Remember that 'Armor' always applies to Firearms attacks.

Armors

Arcana Defense Firearms Armor Dodge (Successful) Effect Damage Other
Death No No No No Downgrades Lethal from kinetic attacks (bullets, claws, rocks, etc.) to Bashing, for a number of wounds equal to Arcana rating. Does not roll to stay conscious once her Health track is filled with Bashing damage until she has also taken her Death dots in Lethal or Aggravated damage.
Fate Dots Yes No Spend a point of Mana to add the character’s Fate dots as a weapon rating on the mage’s next attack on that target. This bonus must be used by the mage’s next action or it is lost. No No
Forces No No Dots No No Armor applies to auto damage from Electricity and Fire. Physical attack armor only (no effect vs. mental or psychic attacks)
Life 1/2 dots (round up) No 1/2 dots (round up) No No Defense is the higher of Wits or Dexterity
Matter No No Dots No No Physical attack armor only (no effect vs. mental or psychic attacks). Immune to Armor Piercing.
Mind Dots No No Spend a point of Mana to cause the target to lose their next turn. A supernatural being can contest this with a Clash of Wills. No No
Prime No No No No No Reduces the damage of all wholly supernatural attacks by the character’s Prime dots. For example, it will defend against an Aimed damaging spell or a bolt of energy shot at the character, but not a werewolf’s claws.
Space Dots Yes No Spend one point of Mana to redirect the attack to another applicable target. The attack hits with successes equal to the Space dots. A supernatural being can contest this with a Clash of Wills. No If the character Dodges, add the character’s Space rating to the dice pool
Spirit No No No No Downgrades Lethal damage from kinetic attacks (bullets, claws, rocks, etc.) and the attacks of ephemeral entities to Bashing, for a number of wounds equal to her dots. No
Time Dots Yes No Spend a point of Mana to reduce the attacker’s Initiative rating by dots for the remainder of the scene. A supernatural being can contest this with a Clash of Wills. No No
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